procedural-3d-engine/shaders/slang/vulkanscene/logo.slang
2025-05-10 13:58:14 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Normal;
float2 TexCoord;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float3 Normal;
float3 Color;
float3 EyePos;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.UV = input.TexCoord.xy;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
output.Color = input.Color;
output.Pos = mul(ubo.projection, pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(modelView, float4(1.0, 2.0, 0.0, 1.0));
output.LightVec = normalize(lightPos.xyz - output.EyePos);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 diff = float4(input.Color, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
float shininess = 0.0;
float4 spec = float4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
return float4((diff + spec).rgb, 1);
}